st_theme_node_prerender_shadow: guard against failure to allocate a texture
If we are trying to render a shadow at a size that is very large in one direction, but small in the other direction (so that we don't 9-slice the texture), then allocating the backing texture for the offscreen buffer may fail due to texture-size limits. Don't crash in that case. https://bugzilla.gnome.org/show_bug.cgi?id=757150
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@ -2150,7 +2150,7 @@ st_theme_node_prerender_shadow (StThemeNodePaintState *state)
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guint border_radius[4];
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guint border_radius[4];
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int max_borders[4];
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int max_borders[4];
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int center_radius, corner_id;
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int center_radius, corner_id;
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CoglHandle buffer, offscreen;
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CoglHandle buffer, offscreen = COGL_INVALID_HANDLE;
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/* Get infos from the node */
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/* Get infos from the node */
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if (state->alloc_width < node->box_shadow_min_width ||
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if (state->alloc_width < node->box_shadow_min_width ||
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@ -2191,7 +2191,8 @@ st_theme_node_prerender_shadow (StThemeNodePaintState *state)
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state->box_shadow_height,
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state->box_shadow_height,
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COGL_TEXTURE_NO_SLICING,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY);
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COGL_PIXEL_FORMAT_ANY);
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offscreen = cogl_offscreen_new_to_texture (buffer);
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if (buffer != COGL_INVALID_HANDLE)
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offscreen = cogl_offscreen_new_to_texture (buffer);
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if (offscreen != COGL_INVALID_HANDLE)
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if (offscreen != COGL_INVALID_HANDLE)
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{
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{
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@ -2211,7 +2212,9 @@ st_theme_node_prerender_shadow (StThemeNodePaintState *state)
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state->box_shadow_material = _st_create_shadow_pipeline (st_theme_node_get_box_shadow (node),
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state->box_shadow_material = _st_create_shadow_pipeline (st_theme_node_get_box_shadow (node),
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buffer);
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buffer);
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}
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}
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cogl_handle_unref (buffer);
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if (buffer != COGL_INVALID_HANDLE)
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cogl_handle_unref (buffer);
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}
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}
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static void
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static void
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